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Command

Command Spell1

Auditory Enchantment Linguistic Mental

Traditions arcane, divine, occult

Cast [two-actions] somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration until the end of the target’s next turn


You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.

Success The creature is unaffected.

Failure For the first action on its next turn, the creature must use a single action to do as you command.

Critical Failure The target must use all its actions on its next turn to obey your command.


Heightened (5th) You can target up to 10 creatures.

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